THE ELECTRONIC WIZARD
TRY TO BEAT ME AT TICTACTOE
TEST YOUR MEMORY IN ECHO
BEAT THE DEALER AT BLACKJACK 13
BREAK MY CODE IN MAGIC SQUARE
TEST YOUR LOGIC IN MINDBENDER
Rules © 1978 Parker Brothers Div. of General Mills Fun
Group, Inc., Beverly, Mass. 01915. Printed in U.S.A.
MERLIN is Parker Brothers trademark for its hand-held
interactive electronic game equipment.
The Electronic Wizard
from Parker Brothers
For 1 or 2 Players
MERLIN™ is a remarkably intelligent computer.
Through light and sound he plays six different
games of chance, strategy, memory, logic and
skill. You can even teach him to play music!
As you compete with him, you'll discover that
MERLIN is very talkative. He speaks with a unique
vocabulary of 20 electronic sounds. With these
sounds he challenges you to a game, responds
to your moves, and tells you when you've won,
lost or tied. It won't take you long at all to
become familiar with each of MERLIN'S sounds.
Lights are part of the action, too! As you play,
you'll see that MERLIN uses lights to keep track of
your moves, to show you your score, and to
remind you, when you've finished playing, that
you haven't yet turned him off.
Are you ready to match wits with MERLIN? Here
are the games he plays :
1. Tic-Tac-Toe. MERLIN'S aggressive tactics will
keep you on your toes in this famous strategy
2. Music Machine. Teach MERLIN to play a tune
of up to 48 notes and rests.
3. Echo. Repeat a tune of random notes that
MERLIN teaches you.
4. Blackjack 13. MERLIN is the dealer in this com-
puterized version of the classic card game.
5. Magic Square. Try to form a square of 8 lights.
This electronic puzzle changes constantly as you
6. Mindbender. Discover the computer's mystery
number. This game of logic is the ultimate chal-
lenge-to win you'll have to read MERLIN'S mind!
BEFORE PLAYING, PLEASE
READ THIS SECTION CAREFULLY
1) PROPER CARE.
MERLIN'S computer brain is made of many
delicate electronic parts. Therefore:
- Never take MERLIN apart.
- Don't drop or jolt MERLIN.
- Take care not to get MERLIN wet.
- When pressing one of MERLIN'S buttons,
touch it lightly in the very center. Pressing
hard is unnecessary and can damage the
- Don't use a pen or pencil to press the
buttons; use your fingers only.
MERLIN can be made completely portable if
you power him with batteries. To do this you'll
need 6 AA-size batteries. We strongly
recommend that you use only ALKALINE
BATTERIES: they will last much longer than regular
3) AC ADAPTOR.
With an AC adaptor you can run MERLIN on
house current instead of batteries. However, buy
only an AC adaptor that meets the following
Nominal: 9 Volt DC at 75 milliamps
Maximum: 10.5 Volt DC at 5 milliamps
Minimum: 7.5 Volt DC at 150 milliamps
Not all 9-volt, 75-milliamp adaptors will satisfy
the minimum and maximum specifications
shown above. Certain ones will cause MERLIN to
operate erratically. We therefore recommend
that you bring your MERLIN to a store to test the
AC adaptor that you're considering.
If you can't conveniently locate an AC adaptor
that meets these specifications, you may order
one from Parker Brothers by sending your name,
address and a check or money order for $7.95
to: Parker Brothers, P.O. Box 1006, Beverly, Mass.
01915. Attention: Consumer Response Dept.
4) SIGNS OF WEAK BATTERIES.
Unlike an AC adaptor, batteries eventually have
to be replaced. Therefore, if ever you find that
MERLIN is not working properly, you probably
need new batteries. Any one of the following
signs will indicate the need for new batteries:
a) When you turn MERLIN on, no lights will
b) When you turn MERLIN on, all of the lights
will shine steady.
c) As you play, you'll hear a continuous
d) As you play, the keyboard won't respond
as it should.
If any of these problems occur with new batter-
ies, check to make sure that you've installed
To be the first to occupy three squares in a
row -horizontally, vertically or diagonally*
Press NEW GAME. Then press#l. The #10 light will
blink, indicating that the game is on.
You and MERLIN take turns occupying one
square at a time. Either of you may make the first
a) To occupy a square yourself, press any
unlighted square from 1 to 9. The square you
choose will blink.
b) MERLIN will take his turn when you press
COMPUTER TURN. The square he chooses will
The winner is the first to occupy three squares in
If you win -with three blinking lights in a row-
MERLIN will make the WIN sound.
If MERLIN wins -with three steady lights in a
row - he will make the LOSE sound.
If neither of you wins, MERLIN will make the TIE
To play Tic-Tac-Toe again, press SAME GAME.
*ln this classic strategy game your opponent is
MERLIN, not another person.
To teach MERLIN a tune and then be enter-
tained as he plays it back to you.
Press NEW GAME. Then press #2.
Buttons 2-9 are the musical scale: do, re, mi, fa,
sol, la, ti, do.
Button #1 is low "sol"- one octave lower.
Button #10 is high "re"-one octave higher.
Button is a rest-each time you press it, MERLIN
will pause 1 beat. (Because it's a rest, this button
makes no sound when you press it.)
MERLIN can learn a tune of up to 48 notes and
rests. While you're composing, however, don't
worry if you can't remember how many buttons
you've pressed. MERLIN will let you know-with
the LOSE sound -when you've pressed a total of
After you've finished composing a tune, press
COMPUTER TURN and enjoy your music.
a) To play the same tune again, press
b) To compose a different tune, press SAME
GAME and start again.
c) After MERLIN stops playing your tune, you
can then continue that tune yourself by press-
ing the appropriate buttons. The extra notes
that you play will not become a part of the
tune that you just taught MERLIN to play.
Here are some tunes that you can teach MERLIN
to play. Press the buttons in the order in which
AULD LANG SYNE
BLOW THE MAN DOWN
COCKLES AND MUSSELS
1-2-2 2-2-4 2-3-3
2-2-3 4-3-0 1-2-2
3-6-4 2-6-4 2-3-2
2-3-4 2-2-3 4-2-4
6-5-4 0-2-0 6-7-6
2-0-0 0-2-0 1-0-2
IT CAME UPON THE MIDNIGHT CLEAR
2-7-0 4-6-5 3-2-0 3-2-0 2-3-4 5-5-6
7-6-0 0-0-0- 2-7-0 4-6-5 3-2-0 3-2-0
2-3-0 3-4-3 2-5
4-4-4 0-4-4 4-0-4 6-2-3 4-0-0 0-5-5
5-5-5 4-4-4 6-6-5 3-2
KNICK KNACK PADDYWHACK
6-4-6 0-6-4 6-0-7 6-5-4 3-4-5 4-6-2
2-2-2 4-6-0 6-3-3 5-4-3 2
6-7-6 5-4-5 6-0-3 4-5-0 4-5-6 0-6-7
6-5-4 5-6-0 3-0-6 0-4-2
MARY HAD A LITTLE LAMB
4-3-2 3-4-4 4-0-3 3-3-0 4-6-6 0-4-3
2-3-4 4-4-4 3-3-4 3-2
OLD FOLKS AT HOME
4-0-3 2-4-3 2-0-9 0-7-9 0-0-6 0-0-4
0-2-0 3-0-0 0-4-0 3-2-4 3-2-0 9-0-7
9-0-0 6-0-4 2-3-0 3-0-2
2-2-4 6-9-0 0-7-0
0-0-0 2-2-4 6-6-0
RED RIVER VALLEY
1-2-4 0-4-4 4-0-3
4-0-2 4-6-0 5-4-3
4-3-2 0-3-4 6-5-0
ROW ROW ROW YOUR BOAT
2-0-2 0-2-3 4-0-4 3-4-5 6-0-0 0-9-9
6-6-4 4-2-2 6-5-4 3-2
2-2-2 0-0-3 4-5-7
0-6-7 6-4-6 0-6-7
0-1-2 3-4-2 3-2
6-0-0 7-6-0 4-0-0
0-0-10 0-0-10 0-8-0
0-9-0 6-4-6 0-5-0
TWINKLE TWINKLE LITTLE STAR
2-2-6 6-7-7 6-0-5 5-4-4 3-3-2 0-6-6
5-5-4 4-3-0 2-2-6 6-7-7 6-0-5 5-4-4
WE THREE KINGS
7-0-6 5-0-3 4-5-4 3-0-0 7-0-6 5-0-3
4-5-4 3-0-0 5-0-5 6-0-6 7-0-7 9-7-6
5-0-5 4-0-4 3
To repeat a tune of random notes that MERLIN
plays to you.
Press NEW GAME. Then press #3. Both the and
10 lights will blink. This is MERLIN'S way of asking
you to select the number of notes in his tune. To
do this, press one button from 1 to 9. The higher
the number you select, the longer and more dif-
ficult the tune will be. Then press COMPUTER
TURN and MERLIN will play you the tune.
EXAMPLE: To select a game of average diffi-
culty, press #5. Then press COMPUTER TURN and
MERLIN will play you a 5-note tune. To win, you
must repeat MERLIN'S tune exactly as he played
1. As MERLIN plays his tune, listen carefully to
the notes and watch closely the lights that
2. When MERLIN stops playing, try to repeat the
exact order of notes and accompanying lights
by pressing the appropriate buttons.
a) If you press a button in the correct order, it
will light and sound its note.
b) If you press a button out of order, you'll hear
a buzz. Even if MERLIN buzzes you, continue
guessing - starting with the next note - until
you've pressed the appropriate number of
a) If all of your notes are in the correct order,
MERLIN will make the WIN sound.
b) Otherwise MERLIN will make the LOSE
sound and will show you -by lighting one
numbered button - how many errors you've
To play the same tune again, press COMPUTER
TURN. To try a different tune - even one of equal
difficulty -press SAME GAME, press the desired
level of difficulty, then press COMPUTER TURN.
On your turn, keep the buttons hidden from view.
When you've finished guessing and have seen
your score, hand MERUN to your opponent. Your
opponent presses COMPUTER TURN and tries to
repeat the very same tune. The winner is the one
to repeat MERLIN'S tune with the fewer errors.
In this game, buttons 1 through 10 represent a
deck of 10 cards.
To acquire the higher hand of 13 or less.
Press NEW GAME. Then press #4.
1. MERLIN is the dealer. Both of you start the
game with a hand of one card. The blinking
light shows your hand; the steady light shows
MERLIN'S hand. You (not MERLIN) also start the
game with a stake of five chips.
2. On your turn you may either "hit" your hand or
a) If you want to "hit" your hand -to ask for
another card - press HIT ME.
If your hand then totals less than 13, you may
again either "hit" or "stand."
If your hand totals more than 13, you "bust"
and immediately lose.
b) If you want to "stand"- to take no more
cards - press COMPUTER TURN.
3. MERLIN then plays his hand according to the
a) If his hand is less than 10, he hits. If he
"busts," you win.
b) If his hand is 10 or more, he stands. When he
stands, MERLIN then compares his hand with
yours in order to determine a winner. At no
other time can MERLIN see your hand.
The winner is the player with the higher hand of
13 or less. Along with the WIN, LOSE or TIE sound,
MERLIN will also show each card that was
drawn in the hand.
This game consists of multiple hands. To play
another hand, press SAME GAME and watch the
numbered buttons closely. MERLIN will very
briefly light one number to show you how many
chips you have. (You receive one chip for each
hand that you win; you lose one chip for each
hand that MERLIN wins.) Then, to start the next
hand, MERLIN will deal each of you one card.
If you accumulate ten chips, you break the bank
and win the game. If you lose all of your chips,
you go broke and MERLIN ends the game. To
start a new game, press NEW GAME, then press
#4. You'll start again with 5 chips.
To form a square of eight lights by lighting but-
tons 1,2,3, 4, 6, 7, 8 and 9. At the same time, you
will have to turn off button #5-the middle
Press NEW GAME. Then press #5 and watch the
numbered buttons closely. MERLIN will very
briefly show you the Magic Square. Then you'll
see a random display of one or more blinking
Press buttons 1-9, in any order, until you've
formed the Magic Square. When you succeed,
MERLIN will flash the Magic Square and will
make the WIN sound.
MERLIN'S Secret Code
As you play Magic Square, you'll see that the
nine numbered buttons affect each others'
lights in certain predictable patterns. Each time
you press one of the buttons, certain lights
always come on and other lights always go off.
To form the Magic Square, you'll find it helpful to
understand these patterns- MERLIN'S secret
EXAMPLE: Button #1 always affects lights 1, 2, 4
and 5 in a predictable pattern. That is, when
you press button #1, it reverses these lights: the
ones that were off will go on and the ones that
were on will go off. In this same way each of the
other numbered buttons reverses other groups
of lights. After you've played a few times you'll
discover which buttons reverse which groups of
To play Magic Square again, press SAME GAME
and start pressing buttons 1-9.
CHALLENGING ANOTHER PERSON -
FOR EXPERTS ONLY
On your turn, keep the buttons hidden from view.
After completing the Magic Square, take it
apart by secretly pressing up to three different
buttons from 1 to 9. Tell your opponent how many
buttons you just pressed. Then challenge your
opponent to recreate the Magic Square by
pressing the same number of buttons. To suc-
ceed, your opponent will have to press, in any
order, the same buttons that you pressed.
EXAMPLE: After completing the Magic Square,
take it apart by secretly pressing buttons 4, 9
and 2. Then challenge your opponent to try to
recreate the Magic Square by pressing only
three buttons. To succeed, your opponent will
have to press buttons 4, 9 and 2 in any order.
When your opponent recreates the Magic
Square, the two of you then reverse roles. In other
words, your opponent secretly presses any three
different buttons and challenges you in the
same way. The winner is the one to meet the
challenge. If each of you requires more than
three guesses, the winner is the one to recreate
the Magic Square in the fewer tries.
*At this point, or at other times during the game,
buttons 1-9 may all go dark. If this happens,
button #10 will blink, indicating that the game
is still on.
To discover the mystery number in MERLIN'S
Press NEW GAME. Then press #6. The and 10
lights will blink. This is MERLIN'S way of asking you
to select the length of his mystery number. To do
this, press one button from 1 to 9. The higher the
number you press, the longer and more difficult
the mystery number will be. (For your first game.
we recommend that you press #2 -a 2-digit
EXAMPLE: Let's say that you press #4. In secret,
MERLIN will then select a random, 4-digit num-
ber. Through a process of deduction, you try to
discover all four digits in the correct order.
To keep track of your guesses, use a pencil and
a piece of paper.
1. Try to discover the mystery number by entering
guesses that correspond to the length of the
number. EXAMPLE: If the mystery number has four
digits, enter each guess by pressing any four
buttons from 1 to 9 in any order that you prefer.
You might want to guess 2-3-8-2, or 1-6-9-5, or
2. MERLIN will then let you know how accurately
a) If you guessed the correct digits in the
correct order, MERLIN will make the WIN
sound and will flash a light for each digit in
b) if any part of your guess was incorrect,
MERLIN will make the LOSE sound and will
show you how close your guess was:
If none of the digits in your guess is a part of
his number, MERLIN will blink the #10 light.
For each correct digit that is also in the cor-
rect order, MERLIN will show a blinking light.
For each correct digit that is not in the cor-
rect order, MERLIN will show a steady light.
The blinking and steady lights will start
at #1 and will not necessarily corre-
spond either to the digits that you've
guessed or to MERLIN'S mystery
EXAMPLE: Let's say that you ask MERLIN to select
a 4-digit mystery number. In secret, MERLIN
selects the number 9-2-4-2.
a) If one of your guesses is 1-3-5-7, MERLIN will
blink the #10 light. This light tells you that none
of the digits in your guess was correct.
b) If one of your guesses is 1-2-3-4, MERLIN will
show a blinking light at #1 and a steady light
at #2. These lights tell you that two of the
digits in your guess were correct and that one
of them was in the correct order. Now it's up
to you to determine which two digits you
guessed correctly and which one of them
was in the correct order,
c) If one of your guesses is 4-2-2-9, MERLIN will
show a blinking light at #1 and steady lights
at #s 2, 3 and 4. These lights tell you that all of
the digits in your guess were correct and that
one of them was in the correct order.
If you entered this guess right after the previous
guess (1-2-3-4), you'd gain some important clues
about the mystery number. First, you'd see that
"2" is the only digit that appears in both guesses
in the same order. You'd know, therefore, that the
blinking light represents this digit. You'd also see
that the "4" is the only other digit that appears in
both guesses: fourth position in one guess, first in
the other. You'd know therefore, that the "4" must
fall in either the second or third position of the
4-digit mystery number.
d) If you guess 9-2-4-2, MERLIN will show blinking
lights at #s 1, 2, 3 and 4 and will also make the
After you win, press SAME GAME. MERLIN will
briefly shine a light showing the number of
guesses you took. Remember, however, MERLIN
can score only up to 10 guesses.
On your turn keep the buttons hidden from view.
After discovering the mystery number and learn-
ing your score, hand MERLIN to your opponent.
Your opponent presses SAME GAME and also
tries to determine the mystery number. The win-
ner is the one to learn the mystery number in the
We will be happy to answer questions about this
game. Write to: Consumer Response Dept.,
Parker Brothers, 50 Dunham Road, Beverly, Mass.
LIMITFO WARRANTY PARKER BROTHERS MERLIN
PARKER BROTHERS, DIVISION OF GENERAL MILLS FUN
GROUP, INC. (PARKER BROTHERS) hereby warrants,
subject to the conditions set forth below, that if the
components of this product prove defective because
of improper workmanship or material :
During the period of 180 days from the date of origi-
nal purchase, PARKER BROTHERS will repair or
replace the product, without charge for parts or
labor, or refund the purchase price, at Parker
1. Registration: The enclosed registration card
must be mailed to PARKER BROTHERS (address: 50
Dunham Rd, Beverly, MA 01915, Attention: Consumer
Response Dept.) within 10 days after the date of origi-
nal purchase at retail. If this registration card is not
mailed, the retail sales receipt or other proof of pur-
chase must be provided for work to be done under
the terms of this LIMITED WARRANTY.
2. Proper Delivery: The product must be shipped,
prepaid, or delivered to PARKER BROTHERS (address:
190 Bridge Street, Salem, MA 01970, Attention: Qual-
ity Control Dept.) for servicing either in the original
package or in a similar package providing an egual
degree of protection.
3. Unauthorized Repair, Abuse, etc. The product must
not have been previously altered, repaired or ser-
viced by anyone other than PARKER BROTHERS; the
product must not have been subjected to an acci-
dent, misuse, abuse or have been operated contrary
to the instructions contained in the accompanying
EXCEPT TO THE EXTENT PROHIBITED BY APPLICABLE
LAW, ALL IMPLIED WARRANTIES MADE BY PARKER
BROTHERS IN CONNECTION WITH THE PRODUC T
INCLUDING THE WARRANTY OF MERCHANTABILITY,
ARE LIMITED IN DURATION TO A PERIOD OF 180 DAYS
FROM THE DATE OF ORIGINAL PURCHASE; AND NO
WARRANTIES, WHETHER EXPRESSED OR IMPLIED,
INCLUDING THE WARRANTY OF MERCHANTABILITY,
SHALL APPLY TO THIS PRODUCT AFTER SAID PERIOD.
SHOULD THIS PRODUCT PROVE DEFECTIVE IN WORK-
MANSHIP AND MATERIAL, THE CONSUMER'S SOLE
REMEDY SHALL BE SUCH REPAIR, REPLACEMENT OR
REFUND AS IS HEREIN ABOVE EXPRESSLY PROVIDED;
AND UNDER NO CIRCUMSTANCES SHALL PARKER
BROTHERS BE LIABLE FOR ANY LOSS OR DAMAGE.
DIRECT OR CONSEQUENTIAL, ARISING OUT OF THE
USE OF, OR INABILITY TO USE, THIS PRODUCT.
Some states do no allow limitations on how long an
implied warranty lasts, or the exclusions or limitations
of incidental or consequential damages, so the
above limitations or exclusion may not apply to you.
This warranty gives you specific legal rights and you
may also have other rights which vary from state to